Target based actionable characteristic

ABSTRACT

A computer implemented method of providing a game is provided. The method comprises the following implemented by at least one processor and at least one memory of a device: retrieving from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement, executing at least one algorithm which: responsive to a detected user input providing a selection of two or more of the game objects, generating a first actionable characteristic associated with at least one un-selected game object; wherein generating the first actionable characteristic comprises: determining a first action associated with the first actionable characteristic in dependence on a determined target of the game.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.14/270,717, filed May 6, 2014, and U.S. application Ser. No. 14/270,724,filed May 6, 2014, the entire contents of each of which is fullyincorporated herein by reference.

FIELD OF THE INVENTION

Some embodiments may relate to controlling a user interface responsiveto user engagement with displayed game objects on the interface of acomputer device.

BACKGROUND OF THE INVENTION

There are many technical challenges and technical considerations facingthe designer of computer games executed on user or computer deviceshaving a user interface when considering user engagement. Engagementinvolves designing gameplay to be engaging and rewarding to players.This typically requires games to be easily understood at their simplestor introductory levels, control inputs should provide rewarding gameplaywith simple to complex game mechanics, which may become progressivelymore challenging so that players are not frustrated or bored, but remainengaged to develop rewarding skills.

Effective engagement may also require various forms of feedback toreinforce the user or player sense of success and accomplishment,especially when the user or player appears to be struggling or “stuck”at a certain level, part of a level, quest or saga in a game. So called“Boosters” are one example of aid that may be provided to such users.

The above may, but not exclusively, apply to “casual games” played onportable or mobile platforms with differing and in some cases limitedcomputing, display and input resources.

SUMMARY OF THE INVENTION

According to a first aspect, there is provided a computer implementedmethod of providing a game, the method comprising the followingimplemented by at least one processor and at least one memory of adevice: retrieving from at least one memory information associated witha plurality of game objects and one or more characteristics of saidgames objects and causing said game objects with said one or morecharacteristics to be displayed on a display in an arrangement,executing at least one algorithm which: responsive to a detected userinput providing a selection of two or more of the game objects,generating a first actionable characteristic associated with at leastone un-selected game object; wherein generating the first actionablecharacteristic comprises: determining a first action associated with thefirst actionable characteristic in dependence on a determined target ofthe game.

The method may further comprise determining the target of the game. Thetarget of the game may be determined at the start of a game session andthe first action is selected for the first actionable characteristic.Determining the first action associated with the first actionablecharacteristic may comprise determining the first action to be theselected action. Generating the first actionable characteristic mayfurther comprise determining the target of the game.

The method may further comprise: responsive to a subsequent detecteduser input providing a selection of two or more of the game objects, oneof said selected game objects being associated with the first actionablecharacteristic, performing the first action associated with the firstactionable game characteristic. The method may further comprise:updating the first actionable characteristic in response to theperformed first action. Updating may comprise at least one of: updatinga position of the first actionable characteristic; and removing thefirst actionable characteristic.

The target of the game may comprise: removing at least one secondactionable characteristic wherein the second actionable characteristicis removed after a second action associated with the second actionablecharacteristic is performed a set number of time; and performing thefirst action may comprise: reducing the set number of times that thesecond action associated with the second actionable characteristic is tobe performed before the second actionable characteristic is removed.

The second action characteristic may change the colour of a game objectassociated with the second action characteristic when the second actionis carried out. The second action may be carried out when the gameobject associated with the second action characteristic is selected.

The second actionable characteristic may make a game objectun-selectable and the second action is to increase a counter. Thecounter may be increased whenever the second action is carried out untilthe counter equals the set number of times and the second actionablecharacteristic is removed. The second action may be carried out when agame object adjacent to the game object associated with the secondactionable characteristic is selected.

The target of the game may comprise: achieving a threshold score; andperforming the first action may comprise: multiplying a score resultingfrom the selection of the game object associated with the firstactionable characteristic.

The target of the game may comprise: moving a non-selectable game objectto a predetermined location, the non-selectable game object being movedin dependence on the selected two or more game objects; and performingthe first action may comprise: determining a game object between thenon-selectable game object and predetermined position; and removing thedetermined game object.

Game objects may comprise lettered tiled and may be removed when theyare validly selected. Game objects may be validly selected when two ormore game objects are selected forming a word. Non-selected game objectsmay move in place of the removed game objects.

According to a second aspect, there is provided a device comprising atleast one processor and at least one memory in connection with said atleast one processor, the at least one memory storing informationassociated with a plurality of first objects and one or morecharacteristics of said first objects, the at least one processorconfigured to: retrieve from at least one memory information associatedwith a plurality of game objects and one or more characteristics of saidgames objects and causing said game objects with said one or morecharacteristics to be displayed on a display in an arrangement, and toexecute at least one algorithm which: responsive to a detected userinput providing a selection of two or more of the game objects, generatea first actionable characteristic associated with at least oneun-selected game object; wherein the actionable characteristic isgenerated by: determining a first action associated with the firstactionable characteristic in dependence on the determined target.

According to a third aspect, there is provided a computer readablestorage device storing instructions that, when processed by at least oneprocessor of a device, causes said processor to: retrieve from at leastone memory information associated with a plurality of game objects andone or more characteristics of said games objects and causing said gameobjects with said one or more characteristics to be displayed on adisplay in an arrangement, and to execute at least one algorithm which:responsive to a detected user input providing a selection of two or moreof the game objects, generates a first actionable characteristicassociated with at least one un-selected game object; wherein the firstactionable characteristic is generated by: determining a target of thegame; and determining a first action associated with the actionablecharacteristic in dependence on the determined target.

BRIEF DESCRIPTION OF DRAWINGS

To understand some embodiments, reference will now be made by way ofexample only to the accompanying drawings, in which:

FIG. 1 shows an example embodiment of a game board;

FIG. 2 shows an example user device in which some embodiments may beprovided;

FIG. 3 shows an example system in which some embodiments may beprovided;

FIG. 4 depicts a game board according to some embodiments;

FIGS. 5, 6 and 7 are flow diagrams depicting the method steps associatedwith the generation and execution of action characteristics; and

FIG. 8 is a conceptual diagram of the functions carried out inaccordance with the method steps of FIGS. 5 to 7.

DETAILED DESCRIPTION OF THE INVENTION

The techniques described herein may be implemented in for instance acomputer implemented tile based word game such as “Alphabetty™” of theapplicant, which involves selecting game objects in the form of lettertiles to make words to score points against either a target or anotherplayer in a tournament or other multiplayer environment. Other examplesinclude match-3 type games such as Candy Crush saga where a playerascends through a map of levels (“saga”) to achieve objectives of thesaga or quest game. It should be appreciated that other embodiments maybe used with other games having a game board or the like.

FIG. 1 shows an example game board of a letter tile based computerimplemented game according to an embodiment.

The game board 100 or playable area 100 is displayed upon which aredisposed game objects 110. The game objects 110 in this embodimentcomprise letter tiles which may have varying characteristics. Thecharacteristics may be one or more of colour, shape, and/or differentscores 110 a per object or tile 110. In this embodiment, the objects 110are square letter tiles arranged in a rectangular grid like fashion,although in other embodiments other game board configurations and othergame object shapes or tiles may be utilized.

In some embodiments, the game may be implemented so that a level or agame session is completed when a certain target is reached by the user.

The target may comprise achieving a certain score by selecting tiles 110to make words, each word scoring a total score at least in part independence on each of the individual tile scores 110 a selected. Thegame can in some embodiments end if the player or user runs out of time150 b or moves 120 b before managing to reach a designated target (notshown). In other examples, the target may correspond to moving the gameobjects in such a way that a non-selectable game object is moved to thebottom row of the game board. In other examples, the target maycorrespond to changing an actionable characteristic of a tile byselecting it to make a word, for example changing the colour or abrightness of a tile.

The game board 100 may have a number of game objects 110 havingdifferent characteristics 110 a aligned in rows and columns, such as a7×8 grid as shown in FIG. 1. Other grid sizes may be suitable. In suchan embodiment the game objects on the game board have three, five oreight nearest or adjacent neighbouring game object tiles.

Other game board layouts or configurations may be provided. For example,triangular, pyramidal, hexagonal, octagonal or other layouts comprisingposition spaces or tiles within the game board 100 may be provided fordisplay.

The game board 100 may be accompanied by a region 120 indicating acurrent score 120 a and a number of moves remaining 120 b as shown inthe Figure.

There may also be provided control or optional actionable items 130,140, here shown as a shuffle control 130, and a game reset or offcontrol 140 a, music 140 b and sound or volume control 140 c.

The game board 100 may in some embodiments be accompanied by a region(not shown) indicating a timer or countdown, a number of lives remainingto the player and/or a level or game session identifier.

The game board 100 shows a region 160 in which a word may be formed. Forexample, region 160 indicates the word G-E-E-S-E being selected byindividual selection of the game objects tiles 110, forming the word“geese” scoring a total of six points. The forming of the word “geese”here involves diagonal, horizontal and vertical movement or selectionvia touch input.

Game board 100 of FIG. 1 also shows an example region 170 wherein theword “RAIL” is spelt. As can be seen, to create this word scoring fivepoints, requires diagonal selection of neighbouring object tiles 100, asshown by arrow 180 indicated in FIG. 1.

A schematic view of a user or computing device 200 according to anembodiment is shown in FIG. 2. All of the blocks shown are implementedby suitable circuitry. The blocks may be implemented in hardware and/orsoftware. The user device may have a control part 210. The control part210 has one or more processors 215 and one or more memories 220. Thecontrol part 210 is also shown as having a graphics controller 225 and asound controller 230. It should be appreciated that one or other or bothof the graphics controller 225 and sound controller 230 may be providedby the one or more processors 215.

The graphics controller 225 is configured to provide a video output 235.The sound controller 230 is configured to provide an audio output 240.The controller 210 has an interface 245 allowing the device to be ableto communicate with a network 250 such as the Internet or othercommunication infrastructure.

The video output 235 is provided to a display 255. The audio output 240is provided to an audio device 260 such as a speaker and/or earphone(s).

The device 200 has an input device 265. The input device 265 can takeany suitable format and can be one or more of a keyboard, mouse, touchscreen, joystick or game controller. It should be appreciated that thedisplay 255 may in some embodiments also provide the input device 265 byway of an integrated touch screen for example.

The blocks of the controller 210 are configured to communicate with eachother via an interconnect such as a bus or any other suitableinterconnect and/or by point to point communication.

It should be appreciated that in some embodiments, the controller 210may be implemented by one or more integrated circuits, at least in part.

The user device 200 is shown by way of example only. In alternativeembodiments, one or more of the parts may be omitted. Alternatively oradditionally, some embodiments may comprise one or more other parts.Alternatively or additionally, one or more parts may be combined.

FIG. 3 schematically shows a system 300 in some embodiments. The system300 comprises a server 320 which may store databases of game players'details, profiles, high scores and so on. In practice, one or moredatabases may be provided. Where more than one server is provided, thedatabase(s) may be provided in one database or across two or moreservers 320. The server 320 may also have a games data function. Thismay comprise a memory to store the computer game program and a processorto run the games program.

The server may communicate via for instance the internet 310 with one ormore user devices 305 and may further provide connections to a socialnetwork 330 such as Facebook™.

It should be appreciated that embodiments may be deployed in differentsystem architectures. For example, the computer game may be implementedas a computer game that is stored in the memory 220 of the user device200 and is run on the processor 215 of the user device 200. However, theserver 320 may handle some elements of the game in some embodiments. Byway of example only, a Java game applet may be provided to the userdevice 200 and the locally running Java applet will generate, forexample, the graphics, sounds, and user interaction for the game play onthe user device 200. Some data may be fed back to the server 320 toallow interaction with other user devices 305. The data which is fedback may also allow scoring and/or cross platform synchronization.

In some embodiments, the game may be implemented as a computer programthat is stored in a memory of the system, for example the server 320,and which runs on a processor of the game server. Data streams orupdates are supplied to the user device 200 to allow the user device 200to render and display graphics and sounds in a browser of the userdevice 200. Such an approach is sometimes referred to as a web servicesapproach. It should be appreciated, however, that such an approach doesnot necessarily require the use of the Internet.

In the foregoing, game objects, for example lettered tiles, have beendescribed as being associated with or having characteristics such ascolour, shape or a score associated with the game object. Some gameobjects may be associated with a further or actionable characteristicwhich associates an action with the game object. Such actioncharacteristics (or characteristics associated with an action to becarried out when the game object is selected or used to form a word) maybe boosters which aid the player of the game in some manner or in somecases hinder the progression of the game.

One example of an action characteristic may be a score booster. Whenassociated with a game object, a score booster will increase the scorewhen the game object is selected. Another example of an actioncharacteristic game object is a line blaster which may for exampleremove one or more lines of game objects when selected.

It will be appreciated that a game object having an actioncharacteristic or booster may be selected by a user carrying out anaction, for example selecting that game object to form a word withadjacent game objects.

A booster may be associated with a game object in response to an actioncarried out on the game board. For example if a word of 4 letters iscreated, a first type of booster (actionable characteristic) may beassociated with a game object and if a word of five letters is created,a second booster may be associated with a game object.

Usually the action carried out by the action characteristic is fixed andthe action characteristic to be associated with a game object isdetermined by the action carried out on the game board (for example thelength of a word that is selected). In a first embodiment of the presentdisclosure, an action characteristic may be determined based on theaction carried out to create the characteristic as well as a target ofthe game session or level.

In another embodiment, a characteristic associated with a game objectmay be dependent on a characteristic of the level or game session beingplayed. For example a characteristic may be associated with a gameobject for a specific move of a game session. For example thecharacteristic may be associated with the game object for the player's5th move in the game session.

FIG. 4A shows an example game board 100 having a game object with anaction characteristic of a first embodiment, comprising game objects110. It will be appreciated that some components of FIG. 4 may besimilar to FIG. 1 and like reference numerals depict like.

The Figure also shows an example of other game objects 410. Other gameobjects 410, depicted in the Figure as a letter tiles “A” and “T” in theFigure, have a first action characteristic in the form of a boosterdepicted as a crown 480. The game objects having the characteristicrepresented by the crown 480 may reward a user should one of the gameobjects 400 and 410 be included in a selection making a word.

In one example, the first action characteristic 480 may be associatedwith a game object by the processor 213 in response to a user action,such as a selection of a word of a certain length. For example, acontinuous selection of four or other number of game objects or tilesmay cause said processor 213 to select at least one other game object410 not forming part of the current selection for allocation of thefirst action characteristic 480. Hence in this example the selection offour objects 110 may be rewarded with the allocation of a the firstaction characteristic such as a bonus indicator 480 to another gameobject 410, with the future selection of that other game object 410providing the reward. The at least one other game object 410 may beselected randomly in some variations.

The first action characteristic 480 may be generated in response to theuser action and may also be dependent on a target of the game session orlevel. In particular, the reward (or action caused by the characteristic480 when the game objection 410 is selected) may be determined by thetarget of the game session or level.

A game session or level may be associated with a particular target to beachieved for a game session or level to be completed and for example anext level or session to be unlocked. For example the level may beassociated in the memory with a minimum score to be achieved and a scoretracking algorithm may indicate that a level is complete when theminimum score has been reached. In other examples, the user may have toselect tiles to move an un-selectable game object to a certain positionon the game board.

This example is shown in FIG. 4A where an un-selectable game object (anobject which may not be selected by a user input device) is shown at 40in the form of a “cheese”. A user may select game objects to form wordswhich are then removed from the game board and the remaining game objectmay move downwards to refill the game board. In this manner theun-selectable game object 40 may be moved to the bottom of the gameboard 42 where it may be removed from the board.

FIG. 4A shows an example of a second actionable characteristic. In thiscase, a line blaster 190 associated with the game object providing theletter. This actionable characteristic may be generated for example inresponse to a selected word comprising five or more letters. The numberof letters in the word may determine the number of directions in whichthe line blaster may blast. For example a five letter word may blast inone direction (for example vertically or horizontally in the same row orcolumn of the game object), a six letter word in two directions (forexample vertically and horizontally in the same row and column of thegame object) and a seven letter word in 4 directions (horizontally,vertically and on both diagonals). The line blaster 490 is shown ashaving two directions. When selected as part of a valid word, the lineblaster may remove the corresponding lines of game objects. It will beappreciated that the second action characteristic may be associated witha tile and as the tile moves, the second action characteristic is movedalso and associated with the new position of the tile.

FIG. 4B shows a third kind of actionable characteristic at 491 and at492. The action of this characteristic may cause a game object to changecolour or shade. The actionable characteristic may be associated withmore than one colour. For example on a first selection of a game objectassociated with the actionable characteristic, the actionablecharacteristic may change colour. The game object 491 is shown asassociated with the actionable characteristic of a first colour. On asecond selection of a game object associated with the third actionablecharacteristic, the third actionable characteristic may change colouragain. For example game object 492 is shown as associated with a thirdaction characteristic having a second colour. It will be appreciatedthat in some examples, a game object associated with the third actioncharacteristic has to be selected more than once for the actionablecharacteristic to be removed from the game object with the game objectassociated with the action characteristic changing colour each time. Thethird action characteristic may for example be fixed to a position onthe game board. When the game objects move, the third actioncharacteristic may be associated with the new game object at the fixedposition with which the third characteristic is associated. It will beappreciated that in one example, updating the action characteristic toremove colour from the game object may be a target of the game. Itshould be appreciated that colour or shade has been given as an exampleof a graphical representation of the game object. However, it should beappreciated that the object having to be selected n times to be removed,with each selection changing the appearance of the tile may berepresented in any other suitable way.

A fourth type of action characteristic is shown at 493. This actioncharacteristic when associated with a game object, may prevent the gameobject from being selected. In this example the fourth actioncharacteristic my hinder play rather than provide a reward. In someembodiments, the game objects adjacent to the game object associatedwith the fourth action characteristic must be selected to remove thefourth action characteristic 493. It will be appreciated that adjacentgame objects may be selected multiple times in order to remove thefourth action characteristic 493 in some examples. In another example,the fourth action characteristic may be a temporary blocker and may beassociated with a new game object and position on the game board aftereach selection of game objects by a user. In an example, the fourthaction characteristic 493 may take the form for example of a mousetrapthat moves with each selection by the user.

It will be appreciated that while four types of action characteristicshave been described, this is by way of example only and other oradditional action characteristics may be used. In some embodiments, oneor more of the action characteristics may be omitted.

It will be appreciated that some action characteristics may be generatedby the selection of a number of game objects. For example, a selectionof four or more game objects 110 may be rewarded with the allocation ofa new action characteristic such as a bonus indicator to another gameobject 400, 410, with the future selection of that other game object400,410 providing the reward.

The new characteristic may comprise one or more of a variable indicatinga portion of a target, or a booster.

The new characteristics may comprise boosters which may apply double ortriple scores, or stars and/or other boosters to the allocated tile 400,410.

The booster may comprise, for example, a line blaster such thatsubsequent inclusion of the at least one other game object 400, 410 in aselection comprising a word also eliminates game object tiles 110 in arow, column or both occupied by said at least one other game object.

In an embodiment, the allocation of said new action characteristic maycomprise a graphical representation such as for example a star orhorizontal or vertical or both indicators on the at least one otherobject 400, 410 to indicate the new action characteristic to the user orplayer on said user interface.

Hence in a tile based word game, the determination of a selection ofwords comprising four or more tiles 110 may be rewarded by subsequentlyselecting at least one other game object 400, 410 imbued with the newaction characteristic activated by selection of the at least one othergame object 400, 410 in a subsequent or future word selection.

In an embodiment, the at least one memory 265, 320 may storecharacteristics of the game objects 110, and may further store saidaction characteristics for allocation to other game objects 400, 410.The action characteristics may for example be associated with an actionand a position. The position may be a fixed position on the board or aposition that is dependent on a tile with which the actioncharacteristic is associated. The action characteristic may further beassociated with a game object.

The generation and updating of action characteristics will now bediscussed with reference to FIGS. 5, 6 and 7. It will be appreciatedthat in the following boosters refer to actionable characteristics andtiles refer to game objects.

FIG. 5 is a flow diagram depicting the method steps associated with auser making a move in a game in accordance with an embodiment, it willbe appreciated that the method steps may correspond to steps of analgorithm carried out by a processor and a memory in some examples.

At step 501 of FIG. 5, the algorithm may determine whether a detecteduser input provides a valid combination of game objects. For example, itis determined whether a user has selected a valid word and all the gameobjects forming that word are selectable. For example, one of the gameobjects may be associated with a fourth action characteristic and maynot be selectable. In which case, at step 501, it is determined thatthere is no valid input. In some examples the input may be determined tobe valid if all the selected game objects are selectable (for examplenone are associated with a fourth action characteristic preventingselection) and the game objects are selected in an order whichcorresponds to a word. For example one or more dictionaries may beavailable in memory to determine whether a word is valid.

If the input is valid, the algorithm may proceed to step 502 whereactions to be carried out may be determined along with an order in whichactions are to be carried. The algorithm may inspect the selected gameobjects to determine if they are associated with any boosters. Thealgorithm may then determine any actions associated with the boostersthat are to be carried out. The actions may for example be associatedwith a weighting or priority which may indicate in which order actionsare to be carried out. The selection of a word may also be associatedwith an action, for example remove those selected game objects from thegame board. In some cases, the game objects are removed before actionsassociated with boosters are carried out, however it will be appreciatedthat this may be in any order.

At step 503, actions are carried out and the game objects and boostersare updated. For example some game objects may be removed and a datastructure storing the game objects and associated characteristics may beupdated. The position characteristic associated with each game objectmay also be updated. The data structure associated with the boosters maybe updated to reflect that an action associated with a booster has beencarried out. Additionally an action associated with a booster may beupdated. For example the second action characteristics may be updated tochange the game object colour to a second colour.

After the game objects and the action characteristics have been updated,a graphics engine of the device executing the game may render anddisplay the updated game objects and action characteristics.

FIG. 6 shows an example of the generation of a new booster. It will beappreciated that at step 502, it may be determined that a new booster isto be generated and associated with a game object. In that case, at step503, a new booster is generated.

At step 601, the type of booster to be generated is determined. Thisdetermination may be based on an indication from step 502. A datastructure for the booster may be created. This data structure may bebased on a template structure for the type of booster. For exampleincluding characteristics determining the graphical representation ofthe booster looks like as well as actions associated with the booster.

At step 603, a position of the booster is determined. In some cases thismay be based on the selected user input. The booster position may bedetermined by the position of a game object, for example the last gameobject in the user selection. The booster position may be associatedwith a position of the game board and may for example remain stationeryinstead of moving with a game object. The booster position will bedetermined by the requirements of the booster type. These requirementsmay be associated with the data structure template.

At step 604, an action of the booster may be determined. For example, anaction carried out when the booster is selected. The action in someexample may be based on the template. In other examples the action maybe determined on the target of the game, for example in the case of thegenerated of a first action characteristic.

At step 605, the data structure is completed and the booster isassociated with a game object. This may for example be by providing anindication of a booster in a game object data structure.

The creation of a first action characteristic may now be described. Thefirst action characteristic may be generated in response to a number ofgame objects being validly selected. For example, four game objects usedto form a word. The first action characteristic or first booster mayhave a data structure comprising characteristics for the display of thefirst booster. In the example of FIG. 4, the first booster is displayedas a crown.

Thus for the first booster, at step 601 it is determined that a crown isto be generated. At step 602 a data structure for the crown is created,for example by using a template data structure. In this example, theposition of the crown is a randomly selected game object. At step 603 agame object on the game board is randomly selected and the position ofthe crown in the crown data structure is associated with the position ofthe randomly determined game object. It will be appreciated that theposition of the crown may be selected based on different requirements.For example an algorithm may determine where to place the crown ratherthan a random selection.

At step 604 an action to be associated with the crown is determined. Theaction carried out by the crown may be dependent on a target of a level.For example if the target is to earn a target number of point, theaction associated with the crown will be to provide bonus points. If thetarget is to move a non-selectable game object (such as the cheese 40 inFIG. 4) to a predetermined position on the game board, then the actionassociated with the crown will be to select one or more a game object(s)between the non-selectable game object and target to be removed. If thetarget is to change the colour of game objects associated with the thirdaction characteristic, then the action associated with the crown is tocause one of the game objects associated with the third actioncharacteristic to change colour.

At step 604 an action associated with the action characteristic isdetermined in response to a type of action characteristic and a targetfor the game level or session. In some embodiments, the determination ofthe action will take place on each generated crown booster. In otherembodiment, at the start of a level or game, the target of the game willbe determined and a template data structure for the crown actioncharacteristic will be provided with the action to be carried out.

At step 605, the data structure is completed and the actioncharacteristic is associated with a game object.

FIG. 7 shows the method steps associated with determining and carryingout a booster action. It will be appreciated that FIG. 7 corresponds tosteps 502 and 503 specifically for booster actions.

At step 701, a booster may be identified from a selected game object. Itwill be appreciated that the booster need not be associated with aselected game object but in some cases may be associated with gameobjects adjacent or near by the selected game object. It will also beappreciated that some action characteristics, for example the mousetrapfourth action characteristic may have an action carried out after everyselection. For example, the mousetrap may move to a new position on thegame board after each selection regardless of which game objects wereselected.

An action associated with the booster may be identified from the boosterdata structure once the booster is identified.

At step 702, the identified action may be carried out. It will beappreciated that the action may be carried out in an order specified bythe game algorithm.

At step 703, the booster data structure may be updated, for example thedata structure may be removed or updated to reflect that an action hasbeen carried out.

In the case of the first action characteristic (the crown) the actiondetermined in the generation of the crown is carried out and the crownmay be updated to be removed. For example to remove the association ofthat crown with a game object or for example to remove the crown datastructure.

In the example of the second action characteristic (line blaster), theline identified in the action may be removed and the data structure ofthe line blaster may be updated by removing its association with a gameobject. In the example of the third action characteristic (colourchange), a colour of a game object may be changed. This may for examplebe achieved by changing the colour characteristic of the game object.The colour characteristic may be stored in the data structure of thethird action characteristic and a game object associated with the thirdaction characteristic will be displayed with a different colour. Thecolour change booster may be updated to provide a different colour onfirst selection and then removed on second selection. The position ofthe colour change booster may for example remain fixed and thus andassociation with a new game object that has moved to that position ofthe board is to be updated.

In the example of the fourth boosters, when the fourth booster moved(mousetrap) the action 702 may comprise determining a new position forthe booster and the updating 703 may comprise updating the datastructure with the new position and associating the mousetrap with agame object at that position. In the case where the fourth actioncharacteristic does not move, the action carried out may be to removethe blocker and the blocker data structure may be updated to be removed.It will be appreciated that in some examples, the blocker may lock agame object to the blocker position which will be taken into account bythe tile updater. Additionally in some examples, an action associatedwith a blocker may be carried out two or more times before the blockeris removed. In this case, the action is to determine that a counterassociated with how many remaining times the blocker action is to becarried out before being removed is decreased. The blocker datastructure is updated to reflect this decrease.

FIG. 8 shows an example of the functional blocks associated with themethod of claims 5 to 7. Some or all of the functional blocks may beprovided by a game engine in some embodiments.

FIG. 8 shows the game algorithm 801. The game algorithm may be carriedout by a processor with access to one or more memories and may beprovided by computer implementable code. The game algorithm may carryout any of the method steps of FIGS. 5 to 7. The game algorithm 801 mayhave access to a user input 802 which may be user data from a user inputdevice providing information about a user selection of game objections.The game algorithm 801 may have access to a game object information andbooster information 805 to determine which game objects and boostershave been selected as well as to a dictionary 804 to determine if theselected game objects form a valid word. The game algorithm may haveaccess to other game information such as level information 803 which maycomprise information relating to a goal or a target of a game, level orsession.

The game algorithm, may determine the actions to be carried out as wellas carry out the actions and update game object information and gamebooster information at 805. The updated game objects and boosterinformation may be rendered for display by a display generation unit807. This may for example include a separate graphics processor 225and/or card in some embodiments. The game object information and boosterinformation may comprise reference to graphic characteristics, forexample such as colour, position, size etc. The information forrendering these characteristics may be stores in attribute information806. This may allow the data structure for the game objects and actioncharacteristic information to be smaller. The display generation 807 maygenerate display data for a display device based on the game object andaction characteristic information 805 in conjunction with the attributeinformation 806. The display generation 807 may be in communication withthe game algorithm which may instruct the display generation unit 807when to update the display.

The operation of the device of FIG. 8 will now be described in relationto the generation and the execution of the first action characteristic.It will be appreciated that while the components of FIG. 8 are shown ona same device, in some examples the components may be split between auser device and server.

In response to a user making a selection of game objects on a game board400, the user input information is provided by the user input unit 802to the game algorithm 801. The user input information may include anindication of which game objects are selected or a position of the gameobjects selected and an order in which the game objects are selected.The game algorithm 801 may access the game object information todetermine if the selected game objects are selectable, for example ifany of the game objects are associated with an action characteristic ofthe fourth type. The game algorithm 801 may determine the letters withwhich the game objects are associated and the order in which they wereselected, forming a word. The game algorithm 801 may use this selectedword to search for a match in the dictionary 804. If there is a match,the user input is valid.

The game algorithm 801 may determine the actions to be taken out inresponse to the valid input. For example, the game object may determinethat the selected game objects are to be removed from the game board andthe remaining game objects to be moved to fill the position of theremoved game objects. The game algorithm may also select new gameobjects to be added to the game board. The game algorithm 801 maydetermine, for example based on the number of letters in the wordselected, if any boosters are to be generated. The game algorithm mayalso determine if any actions are to take place based on existingboosters on the game board. For example, the game algorithm maydetermine for each booster in the action characteristic information 805,whether the requirements for that boosters associated action to becarried out are met. For example for some boosters the requirement isthat a game object associated with the booster is selected, for otherobjects adjacent or nearby game objects are selected and for therequirement for some boosters is that the action is carried out aftereach selection.

The game algorithm 801 may also determine an order in which the actionsare to be taken out. The game algorithm 801 may then carry out theactions by reference to the action information in the game object andaction characteristic information 805 and update the information 805accordingly. The game algorithm 801 may then indicate that the gameboard for the next turn can be rendered and the display generation 807may provide the display.

Action characteristics may have a fixed action associated with them thatis independent of the game being played. For example a word twodirection line blaster will blast in two directions, a one directionline blaster in one direction and a blocker will block regardless of thegame level or session. However, the action associated with the firstaction characteristic is determined by the target or goal of a gamesession or level being played. In the generation of a first actioncharacteristic, the game algorithm determines the target of the game anddetermines an action associated with the first game characteristic basedon this. It will be appreciated that if, in the example of FIG. 8, theuser input selection triggers the generation of a first gamecharacteristic, the game algorithm may access information relating to atarget of the game and then determine the action to be associated withthe first game characteristic in dependence on the target.

The below table gives an example of some action characteristics and theactions associated with the action characteristics.

Triggered Characteristic by Position Action First Action Selection ofAssociated to Determined by target Characteristic 4 letter randomlyselected word game object position Second action Selection of Positionof last Removes row OR column characteristic - type 1 5 letter gameobject in word selection Second action Selection of Position of lastRemoves row and column characteristic - type 2 6 letter game object inword selection Second action Selection of Position of last Removes row,column and characteristic - type 3 7 letter game object in two diagonalsword selection Third action Not In game board set If 1st selection of agame characteristic triggered up associated with object associated withthe by user position on board action characteristic - change colour toX, if 2^(nd) selection then remove action characteristic. Fourth actionNot Randomly selected Make associated game characteristic - type 1triggered after each turn object not selectable by use Fourth action NotIn game board set Make associated game characteristic - type 2 triggeredup - associated with object not selectable and by user fixed position onwhen adjacent game board object is selected at least once - removeaction characteristic

It can be seen that the action associated with the first gamecharacteristic is determined by the target of the game and is not afixed association.

The target of the game may be a target associated with a configurationof game objects on the game board. For example a target of a game may beto move one or more non-selectable game object(s) to a specificposition(s) on the game board. In one implementation this may be to movea cheese to the bottom of the game board. In another example, the targetmay be to remove an actionable characteristic from a game object orposition on the game board. For example in a game where there are one ormore actional characteristics associated with respective game objectsthat change the colour or brightness of such game objects, the targetmay be to remove such actionable characteristics. In one implementationthis may correspond to turning off lit up game objects. In anotherexample, the target may be to remove a blocker action characteristicfrom a game object. In another example the object may be to achieve ascore target by selecting word combinations having a high score. Inthese example of targets, examples of the action carried out by thefirst action characteristic may be for example removing a game objectbetween the non-selectable game object and target position, to remove orchange the colour or brightness of an action characteristic, to removeor change a blocker action characteristic and to generate or create abonus score action characteristic and associate it with a game object.

While the foregoing has described a device that displays game contentand provides a user input as being part of a same device that carriesout the algorithms of FIGS. 5 to 7, it will be appreciated that in someembodiments these functions may be carried out by two separate deviceswhich may be, for example, separated by a network. For example, in someembodiments, the display and user input may be carried out on a userdevice and the algorithms of FIGS. 5 to 7 may be carried out a server orother computing device. The server may for example reside across anetwork to the user device and user input information and displayinformation may be provided between these devices by a network. It willbe appreciated that any network may be appropriate. In some embodiments,the algorithms of FIGS. 5 to 7 may be carried out by separate devices incommunication with each other. For example a user may play a game on apersonal device, such as a mobile phone, tablet, personal computer orother such device, while in communication with a server providing thegame processor. In another embodiment, the processing may be carried outentirely or partly on the user device. It will also be appreciated thatthe user device in some embodiments may be in communication with otheruser devices.

In the foregoing, different lengths of words (number of game objectsforming a word) are described as causing the generation of differentaction characteristics. It will be appreciated that these numbers ofgame objects are by way of example only and the selection of more orless game objects could cause the generation of one or more of theaction characteristics. For example while an example of a four letterword is given for generating the first action characteristic and anexample of a five to seven letter word is given for causing thegeneration of different versions of the second action characteristic, itwill be appreciated that this is by way of example only and differentlengths of words may generate different action characteristics.

The embodiments have been described in the context of a word forminggame. It should be appreciated that other embodiments may be used in anyother matching game or similar.

Various embodiments of methods and devices have been described in theforegoing. It should be appreciated that such may be implemented inapparatus, where the apparatus is implemented by any suitable circuitry.Some embodiments may be implemented by at least one memory and at leastone processor. The memory may be provided by memory circuitry and theprocessor may be provided by processor circuitry. Some embodiments maybe provided by a computer program running on the at least one processor.The computer program may comprise computer implemented instructionswhich are stored in the at least one memory and which may be run on theat least one processor.

It is also noted herein that there are several variations andmodifications which may be made to the disclosed solution withoutdeparting from the scope of the present disclosure.

1. A computer implemented method of providing a game, the methodcomprising the following implemented by at least one processor and atleast one memory of a device: retrieving from at least one memoryinformation associated with a plurality of game objects and one or morecharacteristics of said games objects and causing said game objects withsaid one or more characteristics to be displayed on a display in anarrangement, executing at least one algorithm which: responsive to adetected user input providing a selection of two or more of the gameobjects, generating a first actionable characteristic associated with atleast one un-selected game object; wherein generating the firstactionable characteristic comprises: determining a first actionassociated with the first actionable characteristic in dependence on adetermined target of the game.
 2. The method of claim 1 furthercomprising determining the target of the game.
 3. The method of claim 2wherein the target of the game is determined at the start of a gamesession and the first action is selected for the first actionablecharacteristic.
 4. The method of claim 3 wherein determining the firstaction associated with the first actionable characteristic comprisesdetermining the first action to be the selected action.
 5. The method ofclaim 1 wherein the generating the first actionable characteristicfurther comprises determining the target of the game.
 6. The method ofclaim 1 further comprising: responsive to a subsequent detected userinput providing a selection of two or more of the game objects, one ofsaid selected game objects being associated with the first actionablecharacteristic, performing the first action associated with the firstactionable game characteristic.
 7. The method of claim 6 furthercomprising: updating the first actionable characteristic in response tothe performed first action.
 8. The method of claim 7 wherein updatingcomprises at least one of: updating a position of the first actionablecharacteristic; and removing the first actionable characteristic.
 9. Themethod of claim 6 wherein the target of the game comprises: removing atleast one second actionable characteristic wherein the second actionablecharacteristic is removed after a second action associated with thesecond actionable characteristic is performed a set number of time; andperforming the first action comprises: reducing the set number of timesthat the second action associated with the second actionablecharacteristic is to be performed before the second actionablecharacteristic is removed.
 10. The method of claim 9 wherein the secondaction characteristic changes the colour of a game object associatedwith the second action characteristic when the second action is carriedout.
 11. The method of claim 9 wherein the second action is carried outwhen the game object associated with the second action characteristic isselected.
 12. The method of claim 9 wherein the second actionablecharacteristic makes a game object un-selectable and the second actionis to increase a counter.
 13. The method of claim 12 wherein counter isincreased whenever the second action is carried out until the counterequals the set number of times and the second actionable characteristicis removed.
 14. The method of claim 13 wherein the second action iscarried out when a game object adjacent to the game object associatedwith the second actionable characteristic is selected.
 15. The method ofclaim 6 wherein the target of the game comprises: achieving a thresholdscore; and performing the first action comprises: multiplying a scoreresulting from the selection of the game object associated with thefirst actionable characteristic.
 16. The method of claim 6 wherein thetarget of the game comprises: moving a non-selectable game object to apredetermined location, the non-selectable game object being moved independence on the selected two or more game objects; and performing thefirst action comprises: determining a game object between thenon-selectable game object and predetermined position; and removing thedetermined game object.
 17. The method of claim 1 wherein game objectscomprise lettered tiled and are removed when they are validly selected.18. The method of claim 17 wherein game objects are validly selectedwhen two or more game objects are selected forming a word.
 19. Themethod of claim 18 wherein the non-selected game objects move in placeof the removed game objects.
 20. A device comprising at least oneprocessor and at least one memory in connection with said at least oneprocessor, the at least one memory storing information associated with aplurality of first objects and one or more characteristics of said firstobjects, the at least one processor configured to: retrieve from atleast one memory information associated with a plurality of game objectsand one or more characteristics of said games objects and causing saidgame objects with said one or more characteristics to be displayed on adisplay in an arrangement, and to execute at least one algorithm which:responsive to a detected user input providing a selection of two or moreof the game objects, generate a first actionable characteristicassociated with at least one un-selected game object; wherein theactionable characteristic is generated by: determining a first actionassociated with the first actionable characteristic in dependence on thedetermined target.
 21. A computer readable storage device storinginstructions that, when processed by at least one processor of a device,causes said processor to: retrieve from at least one memory informationassociated with a plurality of game objects and one or morecharacteristics of said games objects and causing said game objects withsaid one or more characteristics to be displayed on a display in anarrangement, and to execute at least one algorithm which: responsive toa detected user input providing a selection of two or more of the gameobjects, generates a first actionable characteristic associated with atleast one un-selected game object; wherein the first actionablecharacteristic is generated by: determining a target of the game; anddetermining a first action associated with the actionable characteristicin dependence on the determined target.